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Re: 1v1: Promontory Summit [11.10.13] V15 - GFX

PostPosted: Thu Oct 10, 2013 4:14 pm
by cairnswk
Tidied V15.
Simply moved signature and Max deploy to the top within the frame and tidied border lines of inner frames etc

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Re: 1v1: Promontory Summit [11.1.13] V15L&S - GFX

PostPosted: Thu Oct 10, 2013 4:47 pm
by cairnswk
Version 15 888s.
A couple of placements will have to change...and the green army holders also.

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Re: Re: 1v1: Promontory Summit [11.10.13] V15L&S - GFX

PostPosted: Mon Oct 14, 2013 9:08 pm
by RedBaron0
The trains at the top of the map do seem to have a bit of pixaltion going on with their outlines, but otherwise I don't see any issues either. Lets here any final concerns here kids.

Re: Re: 1v1: Promontory Summit [11.10.13] V15L&S - GFX

PostPosted: Fri Oct 18, 2013 8:10 pm
by RedBaron0
ALL ABOARD!

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Re: Re: 1v1: Promontory Summit [11.10.13] V15L&S - GFX

PostPosted: Fri Oct 18, 2013 8:24 pm
by cairnswk
RedBaron0 wrote:ALL ABOARD!

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Thank-you RBO, i will have a look at that pixelation, just not right now...too busy with RL stuff.
Meanwhile the xml is up for checking.

Re: Re: 1v1: Promontory Summit [11.10.13] V15L&S - GFX

PostPosted: Fri Oct 18, 2013 10:03 pm
by RedBaron0
np cairns, I figured it's a tiny matter and unrelated to gameplay so I'd get ya on your way, but do take care of it when you get the chance.

Re: Re: 1v1: Promontory Summit [11.10.13] V15L&S - GFX

PostPosted: Sat Oct 19, 2013 3:25 pm
by cairnswk
RedBaron0 wrote:np cairns, I figured it's a tiny matter and unrelated to gameplay so I'd get ya on your way, but do take care of it when you get the chance.


RB0, i've looked at the images, and am curious as to what you issue is with pixelation.
Can you show me graphic or something please so i know.

These are the .png files to work from.

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Re: 1v1: Promontory Summit [20.10.13] V15L&S - GFX

PostPosted: Mon Oct 21, 2013 6:44 pm
by Gilligan
Alrighty cairns, a few things.

Small map
Sidney and Julesburg need coordinate adjustment
Townsfolk and UP Govt 888 army covers part of the territory name
15 Tunnels missing territory name?
Grand Island needs a neutral of 3

then I tried to look at the large map...and there are no coordinates??

Re: 1v1: Promontory Summit [20.10.13] V15L&S - GFX

PostPosted: Mon Oct 21, 2013 7:30 pm
by cairnswk
OK, here's the new xml, give me a few mins to get the adjusted images up
Small
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Large
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Small 88
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Large 88
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Small 888
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Large 888
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Re: 1v1: Promontory Summit [20.10.13] V15L&S - GFX

PostPosted: Mon Oct 21, 2013 7:54 pm
by cairnswk
Gilligan wrote:Alrighty cairns, a few things.

Small map
Sidney and Julesburg need coordinate adjustment

Done!
Townsfolk and UP Govt 888 army covers part of the territory name

Fixed!
15 Tunnels missing territory name?

No, it's there!
Grand Island needs a neutral of 3

Done!
then I tried to look at the large map...and there are no coordinates??

Fixed!

Re: 1v1: Promontory Summit [20.10.13] V15L&S - GFX

PostPosted: Mon Oct 21, 2013 7:56 pm
by Gilligan
I mean 15 Tunnels on the map. All of the other Poor Conditions territories have black, bold names attached except that one.

Re: 1v1: Promontory Summit [20.10.13] V15L&S - GFX

PostPosted: Mon Oct 21, 2013 8:07 pm
by cairnswk
Gilligan wrote:I mean 15 Tunnels on the map. All of the other Poor Conditions territories have black, bold names attached except that one.

:oops: :oops:
Ooh i did miss that...fixed on those master images (2 top ones) above. :)

Re: 1v1: Promontory Summit [20.10.13] V15L&S - GFX

PostPosted: Tue Oct 22, 2013 9:49 pm
by Gilligan
alright cairns, the borders/coordinates are fine.

-missing the autodeploys. the Poor Conditions are correct, but Omaha and Sacramento do not have +2 auto. All of the white stations (Grand Island, Kearney, Ogalulla, etc) do not have +1 auto.

-when I look at your file, I see this

<objective>
<name>CP or UP</name>
<components>
<continent>UP &amp; All Spikes</continent>
<continent>CP &amp; All Spikes</continent>
</components>
</objective>

where &amp; is in place of &. do you see this as well?

Get those in, and we're stamped.

Re: 1v1: Promontory Summit [20.10.13] V15L&S - GFX

PostPosted: Wed Oct 23, 2013 5:52 pm
by cairnswk
Gilligan wrote:alright cairns, the borders/coordinates are fine.

-missing the autodeploys. the Poor Conditions are correct, but Omaha and Sacramento do not have +2 auto. All of the white stations (Grand Island, Kearney, Ogalulla, etc) do not have +1 auto.

-when I look at your file, I see this

<objective>
<name>CP or UP</name>
<components>
<continent>UP &amp; All Spikes</continent>
<continent>CP &amp; All Spikes</continent>
</components>
</objective>

where &amp; is in place of &. do you see this as well?

Get those in, and we're stamped.


Adjusted xml attached, 'ill post in Checker also :)

Re: 1v1: Promontory Summit [20.10.13] V15L&S - GFX

PostPosted: Wed Oct 23, 2013 5:59 pm
by Gilligan
Great!

I still saw a few of those weird "amp" things, so I took the liberty of editing them myself and replacing it with "and". I also just noticed you spelled "Sacremento", and fixed that as well. I have attached the edit.

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Re: 1v1: Promontory Summit [20.10.13] V15L&S - GFX

PostPosted: Wed Oct 23, 2013 6:02 pm
by isaiah40
Cairns, the only pixelation I see in on the cow catchers on the locomotives. To me they are passable. One minor not is the bridge on the CP line isn't directly under the circle, so just move the bridge over to the left a tad bit It's minor thing, but I have no problems with anything else! *pushes the XML over to Gilligan to get done*

Re: 1v1: Promontory Summit [20.10.13] V15L&S - GFX

PostPosted: Wed Oct 23, 2013 6:05 pm
by cairnswk
Gilligan wrote:Great!

I still saw a few of those weird "amp" things, so I took the liberty of editing them myself and replacing it with "and". I also just noticed you spelled "Sacremento", and fixed that as well. I have attached the edit.

Image


OK, but i've just noticed something else.

<objective>
<name>CP or UP</name>
<components>
<continent>UP and All Spikes</continent>
<continent>CP and All Spikes</continent>
</components>
</objective>

shouldn't there be a <required=1> in the bottom of that?

Re: 1v1: Promontory Summit [20.10.13] V15L&S - GFX

PostPosted: Wed Oct 23, 2013 6:08 pm
by Gilligan
cairnswk wrote:
Gilligan wrote:Great!

I still saw a few of those weird "amp" things, so I took the liberty of editing them myself and replacing it with "and". I also just noticed you spelled "Sacremento", and fixed that as well. I have attached the edit.

Image


OK, but i've just noticed something else.

<objective>
<name>CP or UP</name>
<components>
<continent>UP and All Spikes</continent>
<continent>CP and All Spikes</continent>
</components>
</objective>

shouldn't there be a <required=1> in the bottom of that?


Oh, yikes, good call. :oops:

Here's a fix for that. I just created two separate objectives so you can distinguish them.

Re: 1v1: Promontory Summit [20.10.13] V15L&S - GFX

PostPosted: Wed Oct 23, 2013 6:28 pm
by cairnswk
Gilligan wrote:
cairnswk wrote:...
OK, but i've just noticed something else.

<objective>
<name>CP or UP</name>
<components>
<continent>UP and All Spikes</continent>
<continent>CP and All Spikes</continent>
</components>
</objective>

shouldn't there be a <required=1> in the bottom of that?


Oh, yikes, good call. :oops:

Here's a fix for that. I just created two separate objectives so you can distinguish them.

Thanks Gilligan. That version 3 of xml is attached below.



isaiah40 wrote:Cairns, the only pixelation I see in on the cow catchers on the locomotives. To me they are passable. One minor not is the bridge on the CP line isn't directly under the circle, so just move the bridge over to the left a tad bit It's minor thing, but I have no problems with anything else! *pushes the XML over to Gilligan to get done*

Hi isaiah40, yes i've looked at the cow catchers and locos and thay have bevel and emoss on them, apart from removing that altogether, i think it is OK also...makes them stadn out a bit.
The bridge has been centered.

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Re: Re: 1v1: Promontory Summit [24.10.13] BETA Ready

PostPosted: Thu Oct 24, 2013 7:01 am
by Seamus76
Great work! Very much looking forward to this one.

Re: Re: 1v1: Promontory Summit [24.10.13] BETA Ready

PostPosted: Fri Nov 01, 2013 5:51 pm
by cairnswk
Seamus76 wrote:Great work! Very much looking forward to this one.

Thanks Seamus. :) I'm interested to see if it works. ;)

Re: 1v1: Promontory Summit [24.10.13] BETA Ready

PostPosted: Wed Nov 06, 2013 4:27 pm
by thenobodies80
          Beta - Quenching

---The development period has concluded for the Promontory Summit Map. The map has been tested and all objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Admins or Foundry Foreman vetoes).

Conquer Club, enjoy!

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While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:
    1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
    2. It is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.
    3. Write a "creative" map description and send it to the Foundry Foreman via PM. You're encouraged to post it into the first post of the thread as well; the description will be used to populate the maps database.


thenobodies80

Re: 1v1: Promontory Summit [24.10.13] BETA Ready

PostPosted: Wed Nov 06, 2013 4:57 pm
by cairnswk
Ooh, thanks tnb80 :)

Re: 1v1: Promontory Summit [6.11.13] BETA

PostPosted: Fri Nov 15, 2013 11:51 am
by Foxglove
I definitely like the concept of this map. :) And I have some game play comments to share (from the beta site)!

1. I feel like there are too many bonuses. I think there should be fewer, and that they should all (or mostly all) be off of the "main path" so that you have to make tactical choices about what to take or not.
2. I think 4 objective regions in the spikes are too many. One person needs to have a huge surplus of troops to hold 4 regions that can be attacked simultaneously from 1 opponent region. My game is a bit stalemated right now, because we're just building, building. I'm not sure how it will end.

Nice work!

Re: 1v1: Promontory Summit [6.11.13] BETA

PostPosted: Fri Nov 15, 2013 4:46 pm
by cairnswk
How lucky you are to get to do Beta testing.
I'm the bloody mapmaker and i don't even get a look in :shock:
since Foxglove, IcePack, patrickaa317, and JaneAustin are the Beta team. Huh! how does that work?
Something definetely wrong there, 1st stage or not.

About the spikes, they are the essence of the game, and you'll not presuade me otherwise.
About the bonuses, they are off the main path since you have to conquer them and you can make a choice whether to or not.
What i'd like to know is...is the map worthy of 1v1 and the race status?